<scenario title="Sample Scenario" >

   <message event="LoseGame" text="You loser!" />
   <message event="WinGame" text="You winner!" />

   <!--  <game_params glyphs_needed="1"  /> -->

   <level> 
      <message text="This map has 40 forests." />
	  <map forests="40" />
   </level>  
   
    <level  variant="Plague" sprite="0" />
    <level  variant="Plague" sprite="2" />
	<level  variant="Plague" sprite="1" />
  


   <level variant="hereticvariantset" title="Test Title" >
     <message repetition="1" text="goofy test" />
   </level>
  

   <level variant="MountainCity" repeat_count="3" > 
      <message text="First Time" repetition="1" />
	  <message text="Second Time" repetition="2" />
	  <message text="Any Other Time" />

   </level>

   <level variant="DarknessPlague" >
      <message text="darkness plague: explored tiles cover over with darkness after 10 turns." />
   </level>

   <level variant="BoilsPlague" >
      <message text="Boils plague: Advisor goes away, and no new one appears." />
   </level> 


   <level variant="LocustPlague" >
      <message text="locust plague: Random fields are missing ." />
   </level>


   <level variant="BloodPlague" >
      <message text="Blood plague: Oasis is harmful instead of helpful." />
   </level>

   <level >
      <message text="One city has a saboteur.  He can be found by searching the city.  If you do not find him in the first 35 turns, his city will fall when the barbarians attack." /> 
	  <map saboteurs="1" />
   </level>




   <level variant="CapitalCity" />

  <level variant="Nile" north="yes" east="yes" />

   <level> 
      <message text="This level has no mountains." />
	  <map mountains="0" />
   </level>  


   <level need_glyph="yes" >
      <message text="Welcome to the two mountain level.\nYou need a glyph to move on." /> 
	  <!-- map mountains="2" cities="5" swords="5" spears="5" hammers="5"  -->
	  <map mountains="2" />
   </level> 

   <level variant="BarbarianFort" >
   </level>


   <level variant="ArmedBarbarians" 
      catapult="yes" 
      helmet="yes" 
      >
      <message text="Barbarians have catapults and helmets.  Good Luck!" />
   </level>
     
   <level variant="CentralOasis" />

   <level variant="Island" />

   <level variant="CapitalAndFort" >
      <message text="This level has both a capital city and a barbarian fort." /> 
   </level>

   <level variant="Plague" >
      <message text="One city on this level has the plague.\nPlague will spread to other cities it is connected to.\nA plagued city has a maximum population of 10.\nBarbarians fear the plague and will attack those cities last." /> 
   </level>


  	  
   <!-- From here on in, variants are selected using samplevariantset.xml -->
   <level variant="samplevariantset" />



</scenario>

